Turn-based systems can make for fun games—that said, that's not what we chose to do.

Since we're not trying to jam a PnP ruleset into our game, there is not a strict concept of a "round" or "turn" at play. Pretty much everything that can happen in combat is on its own independent timer, based on the relevant weapon speed and Reaction skill of the combatant. That's different than most common turn-based systems which operate on a principle of "we decide who goes first by individual or by team, individual/team takes all of its actions, then next individual/team takes all of its actions", with perhaps an "opportunity fire" mechanic (If B sees A moving before it's B's turn, B gets to shoot immediately if B saved up enough action points. Anybody up for Laser Squad?) thrown in there to try to bring some realtime realism to the turn-based scheme.

You could choose to flip all of our auto-pause options to the "on" position and re-evaluate every decision frequently if you wish.

Our real-time combat emphasizes lots of near-simultaneous and overlapping actions along with flow. True turn-based combat is a different animal and tends to require a different approach to encounter design.